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Matrica.py
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Matrica.py
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import math
import copy
from typing import List, Tuple
from Cell import *
from Player import *
from Pawn import *
from functools import reduce
class Matrica:
'''Za pomeranje levo-desno se menja y koordinata
Za pomeranje gore-dole se menja x koordinata'''
def __init__(self, dimX: int, dimY:
int, x1: List[int], x2: List[int],
o1: List[int], o2: List[int]):
''' dimX - broj vrsta matrice
dimY - broj kolona matrice
x1 - starting positions for pawn1 of playerX (x,y)
x2 - starting positions for pawn2 of playerX (x,y)
o1 - starting positions for pawn1 of playerO (x,y)
o1 - starting positions for pawn2 of playerO (x,y)'''
self.dimX = dimX
self.dimY = dimY
self.playerX = None
self.playerO = None
self.startPosX1 = x1
self.startPosX2 = x2
self.startPosO1 = o1
self.startPosO2 = o2
self.mat = None
def clone(self):
klon = Matrica(self.dimX, self.dimY,self.startPosX1,self.startPosX2,self.startPosO1,self.startPosO2)
klon.mat = []
for i in range(0,klon.dimX):
klon.mat.append([])
for j in range(0,klon.dimY):
klon.mat[i].append(self.mat[i][j].clone())
klon.addPlayers(self.playerX.clone(),self.playerO.clone())
return klon
# return copy.deepcopy(self)
def makeMatrix(self):
'''Kreiranje matrice'''
self.mat = [[ Cell(None,False,False) for i in range(0,self.dimY)] for j in range (0,self.dimX)]
for i in range(0,self.dimY):
self.mat[self.dimX - 1][i].bottomWall = True #postvljanje donjeg zide zadnjeg reda na konstatan zid
for i in range(0,self.dimX):
self.mat[i][self.dimY - 1].rightWall = True #postvljanje desnog zide zadnje kolone na konstatan zid
return self.mat
def addPlayers(self,playerX: Player, playerO: Player):
self.playerX = playerX
self.playerO = playerO
#postavljanje na tabli
self.mat[playerX.pawn1.x][playerX.pawn1.y].player = self.playerX
self.mat[playerX.pawn2.x][playerX.pawn2.y].player = self.playerX
self.mat[playerO.pawn1.x][playerO.pawn1.y].player = self.playerO
self.mat[playerO.pawn2.x][playerO.pawn2.y].player = self.playerO
def printBoard(self):
'''Printing current state on the board'''
print(" ", end="")
for i in range(0,self.dimY):
print(" {}".format(hex(i)[2:]), end="")
print("\n", end=" ")
for i in range(0,self.dimY):
print(" =", end="")
print("\n", end="")
for i in range(0,self.dimX):
print(f'{hex(i)[2:]}{chr(0x01C1)}', end="")
for j in range(0,self.dimY):
if self.checkGoal(i, j) != ' ' and not self.mat[i][j].hasPlayer():
print(self.checkGoal(i,j), end="")
elif self.mat[i][j].hasPlayer():
print(self.mat[i][j].player.sign , end="")
else:
print(" ", end="")
if self.mat[i][j].rightWall == False:
print("|", end="")
else:
print(chr(0x01C1), end="")
print('\n', end=" ")
for j in range(0, self.dimY):
if self.mat[i][j].bottomWall == False:
print("-", end=" ")
else:
print("=", end=" ")
print("\n", end="")
def checkGoal(self, i: int, j: int):
if (i == self.startPosO1[0] and j == self.startPosO1[1]) or (i == self.startPosO2[0] and j == self.startPosO2[1]):
return 'o'
elif (i == self.startPosX1[0] and j == self.startPosX1[1]) or (i == self.startPosX2[0] and j == self.startPosX2[1]):
return 'x'
else:
return ' '
def calcHeuristic(self,start: List[int], end: List[int]) -> int:
'''Manhatan heuristika, suma, abs, cilj - start'''
result = 0
for i in [0,1]:
result += abs(end[i] - start[i])
return result
def A_star(self, player:Player, pawnNo: int, end: List[int]) -> List:
'''Returns path as a list of tuples if there is one, otherwise returns empty list'''
#init
# self.printBoard()
pawn = player.getPawn(pawnNo)
start = pawn.getPositions()
path = []
startTup = tuple(start)
endTup = tuple(end)
if start == end:
path.append(startTup)
return path
found_node = False
openList = dict()
closedList = []
prev_nodes = dict()
g = dict() #udaljenosti od starta
g[startTup] = 0
prev_nodes[startTup] = None
f = 0 + self.calcHeuristic(start,end) #funkcija evaluacije f = g + h
openList[startTup] = f
while len(openList) > 0 and not found_node:
minEl = min(openList.items(), key= lambda x: x[1])
nodeTup = minEl[0] #tuple
openList.pop(nodeTup)
if nodeTup == endTup:
found_node = True
break
#potrebni zbog parametara funkcije samo
playerTmp = Player(player.sign,0)
pawnTmp = Pawn(nodeTup)
playerTmp.pawn1 = pawnTmp
moves = pawnTmp.getMoves()
for move in moves:
moveTmp = list(move)
moveTup = tuple(move)
moveTmp[0] -= pawnTmp.x #dirX
moveTmp[1] -= pawnTmp.y #dirY
if self.validateMove(playerTmp,1,moveTmp[0],moveTmp[1]):
steps = sum(list(map(lambda x: abs(x),moveTmp)))
# steps = sum(list(map(lambda x: abs(x),moveTmp)))
distance = g[nodeTup] + steps
heur = self.calcHeuristic(move,end)
f = distance + heur
#odigrane poteze preskace u ovom ifu
if moveTup not in openList.keys() and moveTup not in closedList: #nikad nije obidjen
openList[moveTup] = f
prev_nodes[moveTup] = nodeTup
g[moveTup] = distance
elif moveTup in openList.keys(): #mozda je vec dodat u niz
#proveravamo distance
if g[moveTup] > distance:
#nova vrednost je bolja vrednost
g[moveTup] = distance
prev_nodes[moveTup] = nodeTup
nadjen = list(filter(lambda x: x == moveTup, openList.keys()))
openList.pop(nadjen[0])
openList[nadjen[0]] = f + distance
closedList.append(nodeTup)
if found_node:
tmpTup = endTup
while (tmpTup is not None):
path.append(tmpTup)
tmpTup = prev_nodes[tmpTup]
return path
return path
def isBlocking(self):
'''Returns True if there is no path, False if there is path'''
path = self.A_star(self.playerX,1,self.startPosO1)
if len(path) == 0:
return True
path = self.A_star(self.playerX,1,self.startPosO2)
if len(path) == 0:
return True
path = self.A_star(self.playerX,2,self.startPosO1)
if len(path) == 0:
return True
path = self.A_star(self.playerX,2,self.startPosO2)
if len(path) == 0:
return True
path = self.A_star(self.playerO,1,self.startPosX1)
if len(path) == 0:
return True
path = self.A_star(self.playerO,1,self.startPosX2)
if len(path) == 0:
return True
path = self.A_star(self.playerO,2,self.startPosX1)
if len(path) == 0:
return True
path = self.A_star(self.playerO,2,self.startPosX2)
if len(path) == 0:
return True
return False
def validateWall(self, wallType: int,wallPositions: List[int]) -> bool:
'''WallType == 0 horizontal walls
WallType == 1 vertical walls
'''
zX=wallPositions[0]
zY=wallPositions[1]
if wallType ==0:
#zid izvan tabele
if(zX>=self.dimX or zY>=self.dimY or zY+1>=self.dimY or zX<0 or zY<0):
return False
#horizontalni zid da li se poklapa sa drugim
if self.mat[zX][zY].bottomWall==True or self.mat[zX][zY+1].bottomWall==True:
return False
else:
#zid izvan tabele
if (zX>=self.dimX or zY>=self.dimY or zX+1>=self.dimX or zX<0 or zY<0):
return False
#vertikalni zid da li se poklapa sa drugim
if self.mat[zX][zY].rightWall==True or self.mat[zX+1][zY].rightWall==True:
return False
return True
def movePawn(self, player: Player ,pawnNo: int, pawnPositions: List[int]) -> bool:
'''Pomeranje igraca na x,y celiji u matrici
pawnNo == 1 => pawn1
pawnNo == 2 => pawn2
Validnost je vec okej'''
x = pawnPositions[0]
y = pawnPositions[1]
if player == None or pawnNo not in [1,2]:
return False
pawn = player.getPawn(pawnNo)
self.mat[pawn.x][pawn.y].player = None #brisanje sa stare lokacije
player.movePawn(pawnNo, x, y) #pomeranje pijuna u player
self.mat[x][y].player = player #nova pozicija
if player.sign == 'X':
self.playerX.movePawn(pawnNo,x,y)
else:
self.playerO.movePawn(pawnNo,x,y)
return True
def PutWall(self, player: Player, wallType: int,wallPositions: List[int]) -> bool:
'''WallType == 0 horizontal walls
WallType == 1 vertical walls
Validnost je vec okej'''
if wallType not in [0,1]:
return False
x = wallPositions[0]
y = wallPositions[1]
if wallType == 0:
self.mat[x][y].bottomWall = True
self.mat[x][y+1].bottomWall = True
player.horWallNum = player.horWallNum - 1
if self.isBlocking():
self.mat[x][y].bottomWall = False
self.mat[x][y+1].bottomWall = False
player.horWallNum = player.horWallNum + 1
# print("ne smete da blokirate ciljeve ili pesake")
return False
return True
else:
self.mat[x][y].rightWall = True
self.mat[x+1][y].rightWall = True
player.vertWallNum = player.vertWallNum - 1
if self.isBlocking():
self.mat[x][y].rightWall = False
self.mat[x+1][y].rightWall = False
player.vertWallNum = player.vertWallNum + 1
# print("ne smete da blokirate ciljeve ili pesake")
return False
return True
def isEndOfGame(self, player: Player) -> bool:
if player.sign == "X":
if player.pawn1.checkEnd(self.startPosO1, self.startPosO2) or player.pawn2.checkEnd(self.startPosO1, self.startPosO2):
return True
else:
return False
elif player.sign == "O":
if player.pawn1.checkEnd(self.startPosX1, self.startPosX2) or player.pawn2.checkEnd(self.startPosX1, self.startPosX2):
return True
else:
return False
def validateMove(self, player: Player, pawnNo: int, xDir: int, yDir: int) -> bool:
'''xDir moving in x-dimension (rows) (-2,-1,0,+1,+2)
yDir moving in y-dimension (columns) (-2,-1,0,+1,+2)'''
#are sum of distances between x and y coordinate greater than 3?
totalSteps = abs(xDir) + abs(yDir)
if totalSteps > 2 or totalSteps == 0:
return False
pawn = player.getPawn(pawnNo)
#is move out of range?
if self.isOutOfRange(pawn.getPositions(),xDir,yDir):
return False
#pomeranje dva polja po jednoj dimenziji ili jedno polje dijagonalno
if abs(xDir) == abs(yDir) : #pomeranje dijagonalno
canPass = self.validateDiagonalMove(player,pawn.getPositions(),xDir,yDir)
canJump = self.canJump(player,pawn.x + xDir, pawn.y + yDir)
return canPass == True and canJump == True
else: #pomeranje po jednoj osi
if totalSteps == 1:
#slucaj da ne moze da prodje
canPass1 = self.validateNormalMove(player,pawn.getPositions(),xDir,yDir, 1)
if canPass1 == False:
return False
#slucaj da je birana pozicija cilj, ne gleda se da li ima pesaka ili nema i da li ima zida na canpass2 i da li moze da skoci na canjump2
goalPos = self.isGoalPosition(player.sign,self.checkGoal(pawn.x + xDir, pawn.y + yDir))
if goalPos:
return True
canPass2 = False #default-ne vrednosti
canJump2 = False #default-ne vrednosti
if not self.isOutOfRange(pawn.getPositions(),2*xDir,2*yDir):
canPass2 = self.validateNormalMove(player,pawn.getPositions(),xDir*2,yDir*2,2)
canJump2 = self.canJump(player,pawn.x + 2*xDir, pawn.y + 2*yDir)
#ovaj uslov je jedini od svih mogucih koji dopusta skakanje, samo da canJump to dozvoli
if canPass2 == True and canJump2 == False:
return self.canJump(player,pawn.x + xDir, pawn.y + yDir)
return False
#total steps = 2
canPass = self.validateNormalMove(player,pawn.getPositions(),xDir,yDir,totalSteps)
canJump = self.canJump(player,pawn.x + xDir, pawn.y + yDir)
return canPass == True and canJump == True
def validateNormalMove(self,player: Player, pawnPositions: List[int],xDir: int, yDir: int, totalSteps: int) -> bool:
'''For validating moving in one direction one or two steps'''
pawn = Pawn(pawnPositions)
step = 0
if xDir != 0:
step = int(xDir / 2) if totalSteps > 1 else xDir # po X
else: #yDir != 0
step = int(yDir / 2) if totalSteps > 1 else yDir # po Y
oldPawn = pawn.getCopy()
nextPawn = pawn.getCopy()
wallsBetween = False
for i in range(0,totalSteps):
if xDir != 0:
nextPawn.x = oldPawn.x + step
wallsBetween = self.areWallsBetwween(oldPawn,nextPawn,step,0)
else: #yDir != 0
nextPawn.y = oldPawn.y + step
wallsBetween = self.areWallsBetwween(oldPawn,nextPawn,0,step)
if wallsBetween:
return False #vraca false, i na prvi i na drugi zid da naidje
oldPawn.x = nextPawn.x
oldPawn.y = nextPawn.y
return True
def canJump(self,player: Player, x: int, y: int) -> bool:
sign = player.sign.lower()
cellSign = self.checkGoal(x,y)
if self.mat[x][y].player == None: #free position
return True
else: #some pawn is on that position
return self.isGoalPosition(sign,cellSign)
def isGoalPosition(self, playerSign: str, cellSign: str)-> bool:
# sign = player.sign.lower()
# cellSign = self.checkGoal(x,y)
if cellSign in ['x','o']: #goal position
if playerSign != cellSign: #enemy on that position
return True #can jump
else:
return False #my pawn on that position
return False #cannot jump
def validateDiagonalMove(self, player: Player, pawnPositions: List[int], xDir: int, yDir: int) -> bool:
'''xDir, yDir can be +1,-1'''
pawn = Pawn(pawnPositions)
#prvi pristup, prvo menjamo x pa y
wallsBetween = False
tmpPawn = Pawn([pawn.x + xDir, pawn.y])
wallsBetween_X = self.areWallsBetwween(pawn, tmpPawn,xDir,0)
pawn = Pawn(tmpPawn.getPositions())
tmpPawn.y = tmpPawn.y + yDir
wallsBetween_Y = self.areWallsBetwween(pawn, tmpPawn,0,yDir)
if wallsBetween_X == False and wallsBetween_Y == False:
return True
# return self.canJump(player,pawn.x + xDir, pawn.y + yDir)
#drugi pristup, prvo menjamo y pa x
pawn = Pawn(pawnPositions)
tmpPawn = Pawn([pawn.x, pawn.y + yDir])
wallsBetween_Y = self.areWallsBetwween(pawn, tmpPawn,0,yDir)
pawn = Pawn(tmpPawn.getPositions())
tmpPawn.x = tmpPawn.x + xDir
wallsBetween_X = self.areWallsBetwween(pawn, tmpPawn,xDir,0)
if wallsBetween_X == False and wallsBetween_Y == False:
#provera jel slobodno polje
return True
# return self.canJump(player,pawn.x + xDir, pawn.y + yDir)
return False
#ovo je neki komentar
def areWallsBetwween(self, currentPawn: Pawn, nextPawn: Pawn, xDir: int, yDir: int) -> bool:
'''Checking if there is wall between two adjacent cells
Up: xDir == -1, yDir == 0
Down: xDir == 1, yDir == 0
Left: xDir == 0, yDir == -1
Right: xDir == 0, yDir == 1'''
if xDir != 0:
if xDir == 1:
return self.mat[currentPawn.x][currentPawn.y].bottomWall
else: #xDir == -1
return self.mat[nextPawn.x][nextPawn.y].bottomWall
else: #yDir != 0
if yDir == 1:
return self.mat[currentPawn.x][currentPawn.y].rightWall
else: #yDir == -1
return self.mat[nextPawn.x][nextPawn.y].rightWall
def isOutOfRange(self, pawnPositions: List[int], xDir: int, yDir: int) -> bool:
'''Checking if move is out of board'''
x = pawnPositions[0]
y = pawnPositions[1]
if x + xDir >= self.dimX or x + xDir < 0:
return True
if y + yDir >= self.dimY or y + yDir < 0:
return True
return False